08-06-2024, 09:29 PM
_SNDPLAYCOPY is very handy for repeating a sound needed from multiple sources (sprites, etc..) at the same time, such as multiple gunshots or other sounds from various sources. However, there is no way to stop sounds initiated with _SNDPLAYCOPY that I'm aware of.
Perhaps another sound command such as:
_SNDSTOPCOPY could be considered by the developers?
I realize I can use _SNDCOPY to create a new handle and concurrently play it. However, one would need to keep track of all those handle copies and then cycle through them all with _SNDSTOP. Take a game like Robotron 2084 that has hundreds of sprites creating many identical sounds and you'll see where I'm going here.
Perhaps another sound command such as:
_SNDSTOPCOPY could be considered by the developers?
I realize I can use _SNDCOPY to create a new handle and concurrently play it. However, one would need to keep track of all those handle copies and then cycle through them all with _SNDSTOP. Take a game like Robotron 2084 that has hundreds of sprites creating many identical sounds and you'll see where I'm going here.